/Engine/Source/Runtime/Foliage/Public/FoliageType.h
class UFoliageType : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
float
AlignMaxAngle
The maximum angle in degrees that foliage instances will be adjusted away from the vertical
uint32: 1
AlignToNormal
Whether foliage instances should have their angle adjusted away from vertical to match the normal of the surface they're painted on If AlignToNormal is enabled and RandomYaw is disabled, the instance will be rotated so that the +X axis points down-slope
uint32: 1
AverageNormal
Whether the normal should be averaged on a number of samples around the hit location
int32
AverageNormalSampleCount
Line trace count to use around hit location when averaging normal
uint32: 1
AverageNormalSingleComponent
Average Normal should use all hit components or only the original hit component
float
AverageSpreadDistance
The average distance between the spreading instance and its seeds.
uint32: 1
bAffectDistanceFieldLighting
Controls whether the primitive should affect dynamic distance field lighting methods.
uint32: 1
bAffectDynamicIndirectLighting
Controls whether the foliage should inject light into the Light Propagation Volume.
bool
bCanGrowInShade
If true, seeds of this type will ignore shade radius during overlap tests with other types.
uint8:  1
bCastContactShadow
Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
uint32: 1
bCastDynamicShadow
Controls whether the foliage should cast shadows in the case of non precomputed shadowing.
uint32: 1
bCastShadowAsTwoSided
Whether this foliage should cast dynamic shadows as if it were a two sided material.
uint32: 1
bCastStaticShadow
Whether the foliage should cast a static shadow from shadow casting lights.
uint32:  1
bEnableCullDistanceScaling
Whether this foliage type should be affected by the Engine's "foliage.CullDistanceScale" setting
uint32: 1
bEnableDensityScaling
Whether this foliage type should be affected by the Engine Scalability system's Foliage scalability setting.
uint32: 1
bEnableDiscardOnLoad
Whether this foliage type should be discarded when CVarFoliageDiscardDataOnLoad is enabled.
uint8:  1
bEvaluateWorldPositionOffset
uint32: 1
bIncludeInHLOD
FBodyInstance
BodyInstance
Custom collision for foliage
uint32: 1
bOverrideLightMapRes
Whether to override the lightmap resolution defined in the static mesh.
uint32:  1
bReceivesDecals
Whether the foliage receives decals.
uint32: 1
bRenderCustomDepth
If true, the foliage will be rendered in the CustomDepth pass (usually used for outlines)
bool
bSingleInstanceModeOverrideRadius
Option to override radius used to detect collision with other instances when painting in single instance mode
bool
bSpawnsInShade
Whether new seeds are spawned exclusively in shade.
uint32:  1
bUseAsOccluder
If enabled, foliage will render a pre-pass which allows it to occlude other primitives, and also allows it to correctly receive DBuffer decals.
uint8:  1
bVisibleInRayTracing
uint32: 1
CastShadow
Controls whether the foliage should cast a shadow or not.
int32
ChangeCount
float
CollisionRadius
The CollisionRadius determines when two instances overlap.
FVector
CollisionScale
The foliage instance's collision bounding box will be scaled by the specified amount before performing the overlap check
uint32: 1
CollisionWithWorld
If checked, an overlap test with existing world geometry is performed before each instance is placed
FInt32Interval
CullDistance
The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node.
int32
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
ERendererStenci...
CustomDepthStencilWriteMask
Mask used for stencil buffer writes.
TEnumAsByte<EH...
CustomNavigableGeometry
Force navmesh
float
Density
Foliage instances will be placed at this density, specified in instances per 1000x1000 unit area
float
DensityAdjustmentFactor
The factor by which to adjust the density of instances.
FFoliageDensity...
DensityFalloff
int32
DistributionSeed
The seed that determines placement of initial seeds.
TArray<FName>
ExclusionLandscapeLayers
If layer names are specified, painting on landscape will exclude the foliage to areas of landscape without the specified layers painted
FFloatInterval
GroundSlopeAngle
Foliage instances will only be placed on surfaces sloping in the specified angle range from the horizontal
FFloatInterval
Height
The valid altitude range where foliage instances will be placed, specified using minimum and maximum world coordinate Z values
uint64
HiddenEditorViews
Bitflag to represent in which editor views this foliage mesh is hidden.
float
InitialSeedDensity
Specifies the number of seeds to populate along 10 meters.
uint32: 1
IsSelected
TArray<FName>
LandscapeLayers
If layer names are specified, painting on landscape will limit the foliage to areas of landscape with the specified layers painted
FLightingChanne...
LightingChannels
Lighting channels that placed foliage will be assigned.
ELightmapType
LightmapType
Controls the type of lightmap used for this component.
FVector
LowBoundOriginRadius
X, Y is origin position and Z is radius...
float
MaxAge
Specifies the oldest a seed can be.
float
MaxInitialAge
Allows a new seed to be older than 0 when created.
float
MaxInitialSeedOffset
The seed that determines placement of initial seeds.
FBoxSphereBound...
MeshBounds
float
MinimumExclusionLayerWeight
Specifies the minimum value above which the landscape exclusion layer weight value must be, in order for foliage instances to be excluded in a specific area
float
MinimumLayerWeight
Specifies the minimum value above which the landscape layer weight value must be, in order for foliage instances to be placed in a specific area
TEnumAsByte<EC...
Mobility
Mobility property to apply to foliage components
int32
NumSteps
The number of times we age the species and spread its seeds.
float
OverlapPriority
When two instances overlap we must determine which instance to remove.
int32
OverriddenLightMapRes
Overrides the lightmap resolution defined in the static mesh
FFloatInterval
ProceduralScale
The scale range of this type when being procedurally generated. Configured with the Scale Curve.
float
Radius
The minimum distance between foliage instances
float
RandomPitchAngle
A random pitch adjustment can be applied to each instance, up to the specified angle in degrees, from the original vertical
uint32: 1
RandomYaw
If selected, foliage instances will have a random yaw rotation around their vertical axis applied
uint32: 1
ReapplyAlignToNormal
If checked, foliage instances will have their normal alignment adjusted by the Reapply tool
uint32: 1
ReapplyCollisionWithWorld
If checked, foliage instances will have an overlap test with the world reapplied, and overlapping instances will be removed by the Reapply tool
uint32: 1
ReapplyDensity
If checked, the density of foliage instances already placed will be adjusted by the density adjustment factor.
uint32: 1
ReapplyGroundSlope
If checked, foliage instances not meeting the ground slope condition will be removed by the Reapply too
uint32: 1
ReapplyHeight
If checked, foliage instances not meeting the valid Z height condition will be removed by the Reapply tool
uint32: 1
ReapplyLandscapeLayers
If checked, foliage instances painted on areas that do not have the appropriate landscape layer painted will be removed by the Reapply tool
uint32: 1
ReapplyRadius
If checked, foliage instances not meeting the new Radius constraint will be removed
uint32: 1
ReapplyRandomPitchAngle
If checked, foliage instances will have their pitch adjusted by the Reapply tool
uint32: 1
ReapplyRandomYaw
If checked, foliage instances will have their yaw adjusted by the Reapply tool
uint32: 1
ReapplyScaleX
If checked, foliage instances will have their X scale adjusted by the Reapply tool
uint32: 1
ReapplyScaleY
If checked, foliage instances will have their Y scale adjusted by the Reapply tool
uint32: 1
ReapplyScaleZ
If checked, foliage instances will have their Z scale adjusted by the Reapply tool
uint32: 1
ReapplyScaling
If checked, foliage instances will have their scale adjusted to fit the specified scaling behavior by the Reapply tool
uint32: 1
ReapplyVertexColorMask
If checked, foliage instances no longer matching the vertex color constraint will be removed by the Reapply too
uint32: 1
ReapplyZOffset
If checked, foliage instances will have their Z offset adjusted by the Reapply tool
TArray<TObject...
RuntimeVirtualTextures
Array of runtime virtual textures into which we draw the instances.
FRuntimeFloatCu...
ScaleCurve
Instance scale factor as a function of normalized age (i.e. Current Age / Max Age).
FFloatInterval
ScaleX
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's X Scale property
FFloatInterval
ScaleY
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Y Scale property
FFloatInterval
ScaleZ
Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Z Scale property
EFoliageScaling
Scaling
Specifies foliage instance scaling behavior when painting.
int32
SeedsPerStep
The number of seeds an instance will spread in a single step of the simulation.
float
ShadeRadius
The ShadeRadius determines when two instances overlap.
EShadowCacheInv...
ShadowCacheInvalidationBehavior
Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.
float
SingleInstanceModeRadius
The radius used in single instance mode to detect collision with other instances
float
SpreadVariance
Specifies how much seed distance varies from the average.
int32
TranslucencySortPriority
Translucent objects with a lower sort priority draw behind objects with a higher priority.
FGuid
UpdateGuid
A GUID that is updated every time the foliage type is modified, so foliage placed in the level can detect the FoliageType has changed.
FFoliageVertexC...
VertexColorMaskByChannel
int32
VirtualTextureCullMips
Number of lower mips in the runtime virtual texture to skip for rendering this primitive.
ERuntimeVirtual...
VirtualTextureRenderPassType
Controls if this component draws in the main pass as well as in the virtual texture.
int32
WorldPositionOffsetDisableDistance
FFloatInterval
ZOffset
Specifies a range from minimum to maximum of the offset to apply to a foliage instance's Z location